This is part 2 in my series of MoP talent feedback. See part 1 on the level 90 talents here. For today’s post, I want to talk about the two crowd control tiers in the new MoP talent calculators. These are our level 45 and 75 talents. This is written from the perspective of Resto & Balance, where I mostly do PvE, so I know that some of the things are potentially better for feral druids or have PvP uses I’m not aware of. That said, lets see what we have.
Typhoon (level 45)
- Typhoon is a knockback that also has a daze attached, which slows the target’s movement speed. This has been a balance ability for quite some time, and it got a significant facelift for MoP. It has a new graphic, and they fixed some of the bugs associated with it. However, it no longer does damage to your foes when you knock them back.
- Uses: Moonkin have used this ability pretty regularly in PvP, and in some fights it has been useful in PvE for controlling mobs when we need knockbacks or slows.
- Feedback: This ability is largely fine, though I think they could have left the damage component on it, since the relatively small amount of splash damage wasn’t largely overpowered on Live. This is a pretty obvious choice for caster druids for either PvP or PvE, since we largely want to make things go away from us (this would be slightly less helpful for PvP feral druids who like being up close & personal with things, but it could have uses in PvE for boss fights requiring knockbacks even for feral or guardian).
Mass Entanglement (level 45)
- This is an AOE root, where you root one person and then it will bounce to nearby people. I haven’t been able to test this mechanic very easily in-game because it doesn’t like bouncing to nearby training dummies that easily.
- Uses: In PvP, the use of an AOE root would be any time we use roots now. However, roots are pretty fragile, and this AOE root isn’t any stronger than our normal roots are, so it still breaks on damage (whereas the slowing effect from Typhoon doesn’t break on damage). I’m not overall impressed with this, but it would be useful for PvP in any situation where you had to use an AOE root on things, and that would be really encounter-specific.
- Feedback: Compared to typhoon’s 20 second cooldown, the 2 minute cooldown on Mass Entanglement is going to make it considerably worse than typhoon for moonkin & resto druids, who will be more easily able to control things with typhoon. It may work out better for feral druids who are more likely going to want to hold things in place to nom their faces. For resto & moonkin druids, our single-target roots along with Nature’s Grasp should provide enough root options (especially if they end up sharing diminishing returns in PvP with our single-target roots).
Faerie Swarm (level 45)
- Faerie Swarm adds a single-target slowing effect to Faerie Fire.
- Uses: For PVE, I honestly think Typhoon is going to be a better option than Faerie Swarm for either resto or moonkin. This is possibly more useful for feral druids, but they have a glyph that allows mangle to slow their targets, so I’m not really sure why Faerie Fire should have a slow attached to it at all. I’m at a loss for uses on this one. Moonkin have a 50% slow attached to the shroom detonate, and typhoon is a better PvP effect for resto druids overall.
- Feedback: This ability should really get turned into a glyph instead of being a talent. I mean, feral druids can already glyph into having mangle slow targets. Moonkin already get an AOE slow from shrooms or glyphing hurricane to apply a slowing effect (and Ursol’s Vortex is basically an AOE slow with a deathgrip attached and highly superior in it’s own way). We have enough sources of slows that The glyph that gives a silencing effect to Faerie Fire would honestly make a better talent (or maybe if the talent applied BOTH the silence and the slow, it would be better). This should probably just be replaced with something more compelling. This wins for like most boring talent ever.
Ursol’s Vortex (level 75)
- Ursol’s Vortex actually has a different tooltip in-game than what it says on the talent calculator, which ends up describing how the mechanic works a little better. You can cast it up to 30 yards away. In that spot you select, it places a vortex on the ground. For all targets within 8 yards of that point, the targets are slowed by 50%. The first time the target leaves the vortex, they are pulled back into the center of the vortex.
- Uses: This is going to be pretty handy in PvP for keeping people off you, especially when combined with Typhoon (ie. knock them back, then vortex them in place). It’s more durable than the AOE roots from the level 45 talents and is more effective at keeping people off you than the AOE roots is. So, this is really the most obvious go-to choice for caster druids in MoP for crowd controlling things that melee. Obviously, casters can still cast from the vortex (though for moonkin, vortex + solar beam could be a lot of fun).
- Feedback: This ability is awesome, and amazingly better than anything else on the level 75 tier, due to it being a really new and interesting mechanic. It is nice for caster druids to keep things away from us, and helpful for melee/tank druids to keep things close to them.
Disorienting Roar (level 75)
- This ability dazes all targets within 10 yards of you for 3 seconds. Any damage done to the target breaks the disorient effect.
- Uses: Compared to our other CC options, this has pretty limited use. The only bonus with a disorient versus Ursol’s Vortex is that you can disorient casters (whereas casters won’t be interrupted by Ursol’s Vortex). However,
- Feedback:It’s really a boring & flavorless CC talent that seems to have really limited uses. If this did damage or something, then maybe it would be a worthwhile talent. I’m mostly just going to pick up Ursol’s Vortex and forget that Roar exists unless there is some sort of gimmick fight that requires me to have it. Compared to the type of talents other classes have, this really has no business in our talent trees at all. Blizzard could do better.
Mighty Bash (level 75)
- This is a stun that lasts for 5 seconds and requires you to be in melee range of the target.
- Uses: Honestly, for caster druids, since this requires your target to be in melee range, it has very limited uses. You could use it any time you currently use bear form’s bash (*crickets*), or when you were in melee range and would have liked to use bear form’s bash but didn’t want to go into bear form (*crickets*).
- Feedback: If they are going to keep this talent, you need to be able to stun things up to 15 or 30 yards away from you. The melee-range requirement makes Ursol’s Vortex automatically a far superior talent. Otherwise, we’re just spending a talent point on an ability we’ve had baseline for the entire time the game has been live, and that’s actually pretty extremely lame. Bear Hug would have made a better talent than bash, just because at least then it would have been mildly new & interesting.
Overall assessment: We really only have 3 worthwhile CC talents (Mass Enganglement, Ursol’s Vortex, and Typhoon). Using both Ursol’s Vortex and Typhoon seems like it could be really fun for solo leveling or PvP. Crowd Control in general has limited uses in PvE raiding, since you can’t CC bosses (you can only CC adds on gimmick boss fights that have adds that need to be controlled). I’d actually prefer if they just had one crowd control tier with Entanglement, Vortex, and Typhoon as the three talents. Then, they could leave Bash as a baseline bear ability, and come up with a new exciting talent tier instead of stale CC talents. I know I would be giving up the Vortex + Typhoon combo, but I’m pretty sure that just about any new exciting talents they could give us in place of having two crowd control tiers could be better. None of the other classes are stuck with two ultra boring talent tiers dedicated to crowd control abilities with no healing or damage attached to them at all. If we end up with two CC tiers, I’ll just take Typhoon and Ursol’s vortex and forget that the other talents exist at all. That’s really spending 1/3rd of our talents on things that have a very clear winner and no real interesting variety. It would be better to have one CC tier and allow druids to pick up other class’ CC abilities through Symbiosis if we really ended up needing more control.